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Dec 17 2014 | In-Product View
Render Setup Dialog > Global Illumination panel > Final Gathering (FG)
rollout
Note:The Global Illumination panel appears only when the mental ray
renderer is the active renderer.
For diffuse scenes, final gathering often improves the quality of the
global illumination solution. Without final gathering, the global
illumination on a diffuse surface is computed by estimating the photon
density (and energy) near that point. With final gathering, many new
rays are sent out to sample the hemisphere above the point to determine
the incident illumination. Some of these rays strike diffuse surfaces,
and the global illumination at those points is then computed by the
material shaders at these point, using illumination from the photon map,
if available, and from other material properties. Other rays strike
specular surfaces and do not contribute to the final gather color (since
that type of light transport is a secondary caustic). Tracing many rays
(each with a photon map lookup) is very time-consuming, so it is done
only when necessary. In most cases, interpolation and extrapolation from
nearby final gathers is sufficient.
Interior
rendered with
final gathering
only, lit by
daylight only
Final gathering
is useful in
scenes with slow
variation in the
indirect
illumination,
such as purely
diffuse scene s.
For such scenes, final gathering eliminates photon map artifacts such as
low-frequency noise and dark corners. With final gathering, fewer
photons are needed in the photon map and, because each final gather
averages over many values of indirect illumination, lower accuracy is
sufficient.
Procedure
You can find additional procedures for using final gather in rendering
animations here .
Thereafter, rendering with final gather enabled take the skylight map
into account when calculating final gather illumination.
Interface
Note:The Final Gather Map controls found on this rollout in releases
prior to 3ds Max 2010, are now on the Reuse (FG and GI Caching) rollout .
Basic group
Enable Final
Gather
When on, the
mental ray
renderer
uses final
gathering to
create
global
illumination
or to
improve its
quality.
Default=on.
The leftmost
position of the
Final Gather
Precision slider
on the lower
panel of the
Render Frame
Window also
turns off
Enable Final Gather.
These settings are useful for adjusting the contribution of the final
gather effect, thus improving the quality of an image.
[drop-down list]
Choose a method for avoiding or minimizing the final-gather
flickering that can result from rendering an animation with a
still or moving camera, especially when the scene also contains
moving light sources and/or moving objects.
o Project FG Points From Camera PositionDistributes final
gather points from a single viewpoint. Use this when the camera
from which youre rendering the animation does not move, thus
saving rendering time.
o Project Points from Positions Along Camera
PathDistributes final gather points across multiple
viewpoints. Use this when the camera from which youre
rendering an animation moves, especially if youre seeing
flickering in areas that are lit mainly by final gathering.
This method can result in slightly longer rendering times.
Also, when using this method, set the Divide Camera Path by Num.
Segments parameter to an appropriate value, and increase the Initial FG
Point Density setting (see following).
Note:When you use this method, before rendering each animation frame,
the Rendered Frame Window shows the final-gathering precalculation for
all segments.
The available values are squares of the numbers 1 to 10. Youll need to
determine the best value experimentally, but as a rule of thumb, set the
number of segments to at least one per 15 or 30 frames.
For each final gather point, mental ray interpolates (averages) indirect
light values over the nearest N final gather points, with N specified by
the value of this parameter, as opposed to points within the specified
radii as with the alternate method . Increasing the value increases the
smoothness of the result, and the required number of calculations, hence
the render time (but not as much as you might expect).
Diffuse Bounces
Sets the number of times mental ray calculates diffuse light bounces
for each diffuse ray. Default=0.
Weight
Controls the relative contribution of the diffuse bounces to the
final gather solution. The value scales from "using no diffuse
bounces" (value=0.0) to "use full diffuse bounces" (value=1.0).
Default=1.0.
Advanced group
In the next illustration, the same scene renders much brighter with
Noise Filtering set to None. Note, however, the unevenness of the
illumination.
Noise Filtering=None
In cases like this, you can achieve superior results with slightly
longer rendering times by setting Noise Filtering to Standard and using
a sky portal in the window opening, as shown in the following
illlustration:
Noise Filtering=Standard + Sky Portal
Max. Depth
Limits the combination of reflection and refraction. Reflection and
refraction of a light ray stop when the total number of both equals
the Maximum Depth setting. For example, if Maximum Depth equals 3 and
the trace depths each equal 2, a ray can be reflected twice and
refracted once, or vice versa, but it cant be reflected and
refracted four times. Default=2.
Max. Reflections
Sets the number of times a ray can be reflected. At 0, no reflection
occurs. At 1, the ray can be reflected once only. At 2, the ray can
be reflected twice, and so on. Default=5.
Max. Refractions
Sets the number of times a ray can be refracted. At 0, no refraction
occurs. At 1, the ray can be refracted once only. At 2, the ray can
be refracted twice, and so on. Default=5.
Use Falloff (Limits Ray Distance)
When on, uses the Start and Stop values to limit the length of light
rays used for regathering before using the environment color. This
can help improve regathering time, especially for scenes that are not
fully enclosed by geometry. Default=off.
o StartSpecifies the distance, in 3ds Max units, at which
rays begin. You can use this value to exclude geometry that is
too close to the light source. Default=0.0.
o StopSpecifies the maximum length, in 3ds Max units, of a
light ray. If the ray reaches this limit without encountering a
surface, then the environment is used for shading. Default=0.0.
These settings provide access to the legacy method of final gather point
interpolation.
If both Radii In Pixels and Radius are off, the maximum radius is the
default value of 10 percent of the maximum scene radius, in world units.
Radii in Pixels
When on, the radii values are specified in pixels. When off, radii
units depend on the value of the Radius toggle. Default=off.
Min. Radius
When on, sets the minimum radius within which final gathering must be
used. Decreasing this value can improve render quality but increase
rendering time. Unavailable unless Radius is turned on. Default=0.1.
If Radii In Pixels is on, default=0.5.
Procedure
I'm actually using the version 2009 of 3D max but the same concepts can
be applied to the newest version 2010. This tutorial is not trying to
explain in depth all the features of Global Illumination with Mental
Ray, I would like to explain the most important concepts that will help
you to develop your own rendering technique and apply this knowledge to
different scenes in a optimal way, with out over-killing values that
will only increase your render time.
In the Final Gather window the first scroll control, configure FG with
different preset values, as you can see, this preset can be easily used
in a production environment, but from time to time you'll need some
extra tweaking of these values, to get the optimum result between render
time and quality.
This area is the core of FG and this values are the fist that we should
play with.
Initial FG
point density:
control how
"dense" or how
many FG rays are
in one sample
area, that means
when the bigger
these values are, the more FG ray will be concentrate in one area, then
your solution will be more precise, but the FG calculation will take
longer.
Rays per FG
point: This
controls how
many ray of FG
are counted for
your solution,
more rays, more
precision, but
at cost of render time, this is one of the controls that I play the
most.
A D V E R T I S
E M E N T
Interpolate over
number of FG
point: This option controls how many ray are merged or how many rays are
counted to get one average lighting information, this can speed up your
render time and mostly smooth some dark areas of you FG solution, but if
you over use it the Indirect illumination solution will be less precise
and also can create some over bright areas.
Diffuse bounces:
This control how
many bounces in
the scene a FG
ray will have
before it return
the light
information,
when more bounces, the scene will tend to be more illuminated, but the
render time will be longer.
So let's get
started with a
practical
exercise. I will
work with the
Sponza Atrium
scene, from
Marko
Dabrovic(mdabrov@rna.hr) well known to many of you.